![]() What exactly Backface Culling does? (In addition to fixing the shadow issues)Ĭlick to expand.don't speak spanish, but I'll try to help. The bugs that I mentioned earlier in version 0.5.1 persists, like the Character Entire Sheet Bug, for example. Please make animations unaffected by Camera Collision. If you use Resolution Scale < 1, the animations are off target, with the wrong offset. If you use Resolution Scale = 1, some frames of the animations will get larger than normal, as if they were being affected by Camera Collision. Camera Collision generated bugs with the animations. This allows us to create something like a trip to the 8-bits world, like the journey between dimensions of the game The Messenger, for example. Make a plugin command that allows us to change the Resolution Scale at any time in the game, so we can change the graphics at any time. Make a plugin command that allows us to turn on/off the Camera Collision at any time in the game, so we can activate this only on some maps, such as inside houses, for example. Teach us the plugin commands for Zoom and FOV, since you forgot to mention it in the help file. Give us the symbol names of this options, so we can include this in the third party options plugins (Yanfly Options Core, SumRndmDde Options Upgrade, etc). Give us a parameter that lets us define the names of the options in the menu. Revert the value to the old one in the next update of mv3d-patr3on.js to correct self shadowing issues, as you taught us before. Due to the above correction, there is no longer a need to keep shadowGenerator bias = 0. If you keep Backface Culling = false, the shadows issues no longer happen, even if the shadowGenerator bias is the old one: o.shadowGenerator.normalBias = 10 * o.shadowGenerator.bias. (It's just my guess, but I think you fixed it without realizing it.) Backface Culling = false has solved the shadows issues, the one in which the shadows of some buildings had spaces between them. (I think it was unintentional, so I'll explain it below) ![]() Allowing sprites for diagonal is something that was missing, now we can say that the 8 directions support is complete. Resolution Scale is very cool too, this give me some ideas. Camera Collision is very cool, so the camera is more dynamic. More control over the menu options is a good call, good job! With each new version I feel that you are making a masterpiece. Now it's been separated into two functions. For positive values it acted as elevation(), and for negative values it acted as zoff(). ![]() x() and y() were offsets, but z() was absolute position.Īlso height() acted differently for positive values and negative values. Regarding the changes to configuration plugins, it's bothered me for a while that x() y() and z() were inconsistent. If you use the new zoom plugin command at the same time as dist, you can achieve what's known as a dolly zoom. Glow feature can now adjust intensity for each character.X(), y(), and height() will continue to work, but have been deprecated. Renamed height() configuration plugin for events to elevation(), to have the same name as the related plugin command, and to avoid confusion with the height() tile configuration function.added zoff() configuration function for z offset, and renamed x() and y() to xoff() and yoff().edge(clamp) to repeat tiles at the edge of the map.improved support for Change Tile Size plugin.Tweaked diagonal movement when moving against walls to not cut corners.This will work great with movement plugins that add omnidirectional movement. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games. In the future I'll do some testing with gamepads to try and make it work better out of the box. ![]()
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